I want to modify the fragment of the fog, but I ran into a problem, the materials do not apply the changes.
I modify the code i so
THREE.ShaderChunk[ "fog_pars_fragment" ] = [
'...'
].join("\n");
Modification of the code occurs at the end after the whole scene is loaded.
I tried to do so
scene.traverse(function(object){
if(object.material){
object.material.needsUpdate = true;
}
})
But nothing has changed :(
scene.traverse(object => {
if(object.type === 'Mesh') object.material.needsUpdate = true;
});
works perfect in my case
.needsUpdate cannot work, see https://discourse.threejs.org/t/change-shadow-params-dynamically/9165/9 TLDR as long as the material remains cached it won't be re-compiled.
function reset(gl, scene, camera) {
scene.traverse((object) => {
if (object.material) gl.properties.remove(object.material)
})
gl.info.programs.length = 0
gl.compile(scene, camera)
}
Related
I'm trying to assign a new material to an object, but when I assign a new (color) map, the object renders as white, and the AO and shadows no longer show up. It's as if the emissive attribute is 100%. I can change the color attribute (e.g. 'red' or 'blue'), ao, normal, etc. without issues. The glb loaded in already has a working material with a color map and ao, but I want to be able to replace it.
I'm using 8th Wall with A-Frame, but I've registered the following as a custom Three.js component.
const customMat = {
schema: {}, // will pass textures via aframe later
init() {
this.el.addEventListener('model-loaded', (e) => {
const material = new THREE.MeshStandardMaterial()
const texLoader = new THREE.TextureLoader()
texLoader.crossOrigin = ''
const mapColor = texLoader.load('assets/cover_color.jpg')
const mapAO = texLoader.load('assets/cover_ao.jpg')
material.map = mapColor // makes everything 100% white likes it's emissive
// material.color = new THREE.Color('red') // works fine no problem
material.aoMap = mapAO
material.aoMapIntensity = 1
e.detail.model.traverse((mesh) => {
if (mesh.isMesh) {
mesh.material = material
mesh.material.needsUpdate = true // not sure if needed
}
})
})
},
}
export {customMat}
Any suggestions would be much appreciated. I've tried this with primitive geometry too, but the same issue occurs. I don't seem to be able to modify the existing material's attributes either, so maybe my approach is fundamentally wrong.
Has anyone had any luck implementing bloom effects or other post-processing effects from https://threejs.org/docs/#examples/en/postprocessing/EffectComposer into a scene?
I’ve come across this a few times and tried to use it but can’t seem to make it work with the latest version of Aframe https://github.com/wizgrav/aframe-effects
I know it's not possible in VR yet and depends on Three work, but is there a way to use them if I'm not intending on my scene being used in VR or AR mode?
If you don't need VR or AR mode, you can use the effect composer "directly" (check out Don McCurdys gist):
Create a THREE.EffectComposer object,
add passes, and
call the composers render on each renderloop .
The "hacky" part is in 3, because you need to override a-frames default behavior.
// assuming this is a component
init: function() {
const renderer = this.sceneEl.renderer;
this.composer = new THREE.EffectComposer(renderer);
// add some passes ..
// (...)
// override `render`
this.bind();
},
// we need to keep the timestamps for the composer.render() function
tick: function (t, dt) {
this.t = t;
this.dt = dt;
},
// Bind the EffectComposer to the A-Frame render loop.
bind: function () {
const renderer = this.sceneEl.renderer;
const render = renderer.render;
const system = this;
let isDigest = false;
renderer.render = function () {
if (isDigest) {
render.apply(this, arguments);
} else {
isDigest = true;
system.composer.render(system.dt);
isDigest = false;
}
};
Check it out in this glitch;
As mentioned, all credit to Don and his gist.
Keep in mind - a-frame does not have most stuff from the threejs examples, so you may need to include them separately (like i did with the passes and shaders in my glitch)
I've imported a GLTF file with two different meshes. My goal is to give each mesh a material with a unique custom fragment shader using onBeforeCompile. Each mesh has the same type of material (MeshNormalMaterial).
When I try to apply one fragment shader to one material and the other fragment shader to the other material, both materials wind up with the same fragment shader. The fragment shader each material has depends on which material I setup first.
Here's a few pictures showing what I'm talking about:
Below is all the relevant code.
Main code: This is the general structure of my code. I've enclosed the important part between "PRIMARY AREA OF INTEREST" comments. For simplicity, I've replaced my shader code with "..." or a comment describing what it does. They do work as shown in the pictures above.
// Three.JS Canvas
const threeDisplay = document.getElementById("threeDisplay");
// Globals
var displayDimensions = getElemDimensions(threeDisplay); // Uniform
var currentTime = 0; // Uniform
var helix = null; // Mesh
var innerHelix = null; // Mesh
var horseshoe = null; // Mesh
// Set the scene and camera up
const scene = new THREE.Scene();
const camera = initCamera();
// Setup a directional light
const light = new THREE.DirectionalLight( 0xffffff, 1.0 );
light.position.set(-0.2, 1, -0.6);
scene.add(light);
// Setup WebGL renderer
const renderer = initRenderer();
threeDisplay.appendChild( renderer.domElement );
// Load the gltf model
new GLTFLoader().load( "./spiral_pillar_hq_horseshoe.glb", function (object) {
const helixFragmentShaderReplacements = [
{
from: ' ... ',
to: ' // rainbow '
}
];
const horseshoeFragmentShaderReplacements = [
{
from: ' ... ',
to: ' // white '
}
];
//////////////////////////////////////
// PRIMARY AREA OF INTEREST - START //
//////////////////////////////////////
// Turn the horseshoe into a shader.
horseshoe = object.scene.children[1];
var horseshoeGeometry = horseshoe.geometry;
var horseshoeMaterial = shaderMeshMaterial(new THREE.MeshNormalMaterial(), horseshoeGeometry, horseshoeFragmentShaderReplacements);
var horseshoeMesh = new THREE.Mesh(horseshoeGeometry, horseshoeMaterial);
horseshoe = horseshoeMesh;
horseshoe.rotation.z = deg2rad(180); // Re-orient the horseshoe to the correct position and rotation.
horseshoe.position.y = 13;
scene.add(horseshoe);
// Turn the inner helix into a colorful, wiggly shader.
helix = object.scene.children[0];
var helixGeometry = helix.geometry;
var helixMaterial = shaderMeshMaterial(new THREE.MeshNormalMaterial(), helixGeometry, helixFragmentShaderReplacements);
var helixMesh = new THREE.Mesh(helixGeometry, helixMaterial);
helix = helixMesh;
scene.add(innerHelix);
animate();
////////////////////////////////////
// PRIMARY AREA OF INTEREST - END //
////////////////////////////////////
}, undefined, function (error) {
console.error(error);
});
Below are functions which are relevant.
shaderMeshMaterial: Constructs a new material based on the supplied materialType that supports editing the default shader. If it's not initProcessing, then the problem may stem from this function.
// Globals used: displayDimensions
function shaderMeshMaterial(materialType, geometry, fragmentShaderReplacements) {
var material = materialType;
material.onBeforeCompile = function ( shader ) {
// Uniforms
shader.uniforms.time = { value: 0 };
shader.uniforms.resolution = { value: new THREE.Vector2(displayDimensions.width, displayDimensions.height) };
shader.uniforms.bboxMin = { value: geometry.boundingBox.min };
shader.uniforms.bboxMax = { value: geometry.boundingBox.max };
fragmentShaderReplacements.forEach((rep) => {
shader.fragmentShader = shader.fragmentShader.replace(rep.from, rep.to);
});
console.log(shader);
material.userData.shader = shader;
}
return material;
}
initRenderer: Sets up the renderer. Just showing you guys the renderer setup I have in case that's important.
// Globals used: displayDimensions
function initRenderer() {
var renderer = new THREE.WebGLRenderer({
alpha: true,
antialias: true,
precision: "mediump"
});
renderer.setClearColor( 0x000000, 0);
renderer.setPixelRatio( window.devicePixelRatio );
renderer.setSize( displayDimensions.width, displayDimensions.height );
renderer.shadowMap.enabled = true;
renderer.outputEncoding = THREE.sRGBEncoding;
renderer.toneMapping = THREE.ACESFilmicToneMapping;
renderer.toneMappingExposure = 1.25;
return renderer;
}
animate: Handles the animation frames.
// Globals used: renderer, currentTime, postprocessing
function animate (timestamp = 0) {
requestAnimationFrame(animate);
resizeRendererToDisplaySize(renderer);
currentTime = timestamp/1000; // Current time in seconds.
scene.traverse( function ( child ) {
if ( child.isMesh ) {
const shader = child.material.userData.shader;
if ( shader ) {
shader.uniforms.time.value = currentTime;
}
}
} );
renderer.render( scene, camera );
postprocessing.composer.render( 0.1 );
};
One last thing to note is that when I inspected the console log of shader from the shaderMeshMaterial function, I can see that the fragment shaders are indeed different as they should be for each material. Also not sure why there are 4 console logs when there should only be 2.
Sorry for all the code, but I did condense it to where all irrelevant code was stripped out. I'm fairly new to Three.JS, so any possible explanations as to why this is happening are much appreciated!
EDIT: Removed vertex shader parameter from shaderMeshMaterial function to keep this question focused on just the fragment shaders. Though this problem does apply to both the vertex and fragment shaders, I figure if you fix one then you'll fix the other.
EDIT 2: Added language identifiers to code snippets. Also I removed the postprocessing function and the problem still persists, so I know the problem isn't caused by that. I've updated the code above to reflect this change. As a happy side effect of removing the postprocessing function, the console.log of the shader variable from shaderMeshMaterial new appears twice in the log (as it should).
EDIT 3: (Implementing WestLangley's suggestion) I tweaked the shaderMeshMaterial function by adding the customProgramCacheKey function. I had to condense the four parameters of shaderMeshMaterial into one for the sake of the customProgramCacheKey function. I believe I implemented the function correctly, but I'm still getting the same result as before where both materials display the same fragment shader.
New "PRIMARY AREA OF INTEREST" code:
horseshoe = object.scene.children[1];
var horseshoeGeometry = horseshoe.geometry;
var meshData = {
materialType: new THREE.MeshNormalMaterial(),
geometry: horseshoeGeometry,
fragmentShaderReplacements: horseshoeFragmentShaderReplacements
}
var horseshoeMaterial = shaderMeshMaterial(meshData);
var horseshoeMesh = new THREE.Mesh(horseshoeGeometry, horseshoeMaterial);
horseshoe = horseshoeMesh;
horseshoe.rotation.z = deg2rad(180); // Re-orient the horseshoe to the correct position and rotation.
horseshoe.position.y = 13;
scene.add(horseshoe);
// Turn the inner helix into a colorful, wiggly shader.
helix = object.scene.children[0];
var helixGeometry = helix.geometry;
var meshData2 = {
materialType: new THREE.MeshNormalMaterial(),
geometry: helixGeometry,
fragmentShaderReplacements: helixFragmentShaderReplacements
}
var helixMaterial = shaderMeshMaterial(meshData2);
var helixMesh = new THREE.Mesh(helixGeometry, helixMaterial);
helix = helixMesh;
scene.add(innerHelix);
animate();
New shaderMeshMaterial code:
// Globals used: displayDimensions
function shaderMeshMaterial(meshData) {
var material = meshData.materialType;
material.onBeforeCompile = function ( shader ) {
// Uniforms
shader.uniforms.time = { value: 0 };
shader.uniforms.resolution = { value: new THREE.Vector2(displayDimensions.width, displayDimensions.height) };
shader.uniforms.bboxMin = { value: meshData.geometry.boundingBox.min };
shader.uniforms.bboxMax = { value: meshData.geometry.boundingBox.max };
meshData.fragmentShaderReplacements.forEach((rep) => {
shader.fragmentShader = shader.fragmentShader.replace(rep.from, rep.to);
});
material.customProgramCacheKey = function () {
return meshData;
};
console.log(shader);
material.userData.shader = shader;
}
return material;
}
WestLangley suggestion worked for me!
material.onBeforeCompile = ...
// Make sure WebGLRenderer doesnt reuse a single program
material.customProgramCacheKey = function () {
return UNIQUE_PER_MATERIAL_ID;
};
I believe your mistake is returning meshData from customProgramCacheKey.
I think customProgramCacheKey need concrete identifier like a number or string.
It would be nice to understand what exactly happening and why do we need to specify customProgramCacheKey.
EDIT: I discover that default value for customProgramCacheKey calculated as follow in Threejs source.
customProgramCacheKey() {
return this.onBeforeCompile.toString();
}
Perhaps this is explains this default caching behavior because calling toString on function returns that function body literally as string.
For example consider function const myFunc = () => { return 1 }. Calling myFunc.toString() returns "() => { return 1 }"
So if your calling onBeforeCompile in a for loop you function body as string never change.
Here is a Three.js Example from stemkoski, now I want to use this Texture-Animation plane or box in A-frame page, how can I Combine it.
A-frame Version: 0.9.0
I couldn't find any examples.
When integrating three.js pieces into aframe, it's recommended to use custom components. Here's a simple example:
js
AFRAME.registerComponent('foo', {
// this is called upon initialization
init: function() {
// we'll need this later on for updating the animation
this.animator = null
// wait until the component is loaded
this.el.addEventListener('loaded', e => {
// copied straight from stemkoski's code:
var runnerTexture = new THREE.ImageUtils.loadTexture( 'images/run.png' );
this.animator = new TextureAnimator( runnerTexture, 10, 1, 10, 75 );
// apply the texture to our element
let mesh = this.el.getObject3D('mesh')
mesh.material.map = runnerTexture
mesh.material.needsUpdate = true
})
},
// this is called before each render loop
tick: function(time, delta) {
// update only if animator was created
if (!this.animator) return
this.animator.update(1000 * delta);
}
})
HTML:
<a-plane foo></a-plane>
glitch here. To make it work with a glitch i had to preload the image with a-assets due to cors issues.
I am using THREE.JS rev 49.
My program needs to update a mesh by changing it's geometry.
Unfortunately the display does not seem to update.
Here is my code :
// theObject is an array of associatives :
// {
// object1: {mesh: undefined/THREE.mesh, mat: THREE.Material, geo: THREE.Geometry}
// object2: {mesh: undefined/THREE.mesh, mat: THREE.Material, geo: THREE.Geometry}
// ...
// }
// In my function, theObject[i].mesh geometry must change to be theObject[i].geo.
for(i in theObjects) {
//*
if ( theObjects[i].mesh == undefined) {
theObjects[i].mesh = new THREE.Mesh(theObjects[i].geo, theObjects[i].mat);
theObjects[i].mesh.geometry.dynamic = true;
theObjects[i].geo.verticesNeedUpdate = true;
scenePostsurgery.add(theObjects[i].mesh);
} else
theObjects[i].mesh.geometry.vertices = theObjects[i].geo.vertices;
}
Do I have to add something else ?
/Oragon
If I understood correctly you are updating vertices here:
else{
theObjects[i].mesh.geometry.vertices = theObjects[i].geo.vertices;
}
Try to change this code to :
else{
theObjects[i].mesh.geometry.dynamic = true;
theObjects[i].mesh.geometry.vertices = theObjects[i].geo.vertices;
theObjects[i].mesh.geometry.verticesNeedUpdate = true;
}
In if(){} you create a mesh and in else{} you update so dynamic = true and verticesNeedUpdate = true you need to set to mesh which is in else{}.
When changing the entire geometry, I think the easiest way is to remove the old one (scene.remove(geometry), then add the new one (scene.add(geometry)). I think the cost of modifying the mesh and geometry parameters and properties is the same as adding a new one, although adding is much easier and saves a lot of headache!